Roblox · Lua · Side projects

Scripting on Roblox for ~four years — gameplay, UI, and live ops.

This page is a dedicated space for my Roblox work: independent and collaborative Lua scripting across different games. Swap in real titles, thumbnails, and links below when you are ready.

Lua Gameplay scripting UI & client behavior Live experiences

Overview

Practical Lua experience outside traditional employment

For roughly four years I treated Roblox as a serious side hustle: shipping updates, fixing bugs under player pressure, and coordinating with other creators. That meant readable Lua, predictable networking patterns where needed, and a habit of validating behavior in a live, multiplayer environment.

Employers sometimes ask whether hobby game work “counts.” It demonstrates sustained coding practice, ownership, and collaboration — especially when you can point to shipped places and consistent updates.

Games & contributions

Live experiences I have contributed to — open world collection, hardcore PvP, and asymmetric multiplayer with matchmaking.

Beastiels

Beastiels — Catch Wild Beast

The collection loop is backed by a ModuleScript that handles rarity — spawn rolls, weight tables, and tier logic stay in one place so drops stay fair and easy to tune. The world is split into regions (including biomes like Desert and Swamp from update 1.1); each region maps to its own catch pools, so which Beastiels appear depends on where you are, not one flat global list. On top of that, a money / economy system, NPC behavior (including the Mysterious Seller), and Beastlog tracking tie captures and progression together so the open-world loop stays coherent.

  • ModuleScript · rarity
  • Regional catch pools
  • Economy & NPCs
  • Beastlog
Drifters · Alpha

Drifters (early testing / alpha)

Drift along the edge between life and death — one life, intense PvP.

Combat is organized in ModuleScripts so parry timing, guard break rules, and stamina-like pressure stay reusable on both client (feel) and server (authority). RemoteEvents carry combat intents and outcomes — swings, blocks, and hits are validated server-side so the hardcore one-life rules cannot be spoofed locally. Ray casting backs melee and interaction checks (what you can hit, line-of-sight for certain actions). Wall climbing uses scripted movement / collision checks so traversal stays consistent with the same combat space players fight in.

  • ModuleScripts · combat
  • RemoteEvents
  • Ray casting
  • Climbing & PvP
Resilience · 5v1

Resilience

Core mode is 5 survivors vs 1 killer: survivors work through puzzle objectives while the killer hunts; roles, win conditions, and round phase are enforced from the server. A party system tracks who is grouped, who has readied up, and how many seats each party contributes. The matchmaking layer merges parties until the lobby satisfies a full five survivors and one killer — e.g. two players in one party plus three in another still resolve to the same 5v1 layout instead of breaking the mode. RemoteEvents (or similar client–server channels) carry queue updates, match start, and in-round signals so puzzle state and eliminations stay authoritative.

  • Party + ready flow
  • Matchmaking / merging
  • 5v1 roles & puzzles
  • Server authority

Back to full resume

IT support, software roles, education, and contact live on the main page.

View interactive resume